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1

Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect could changes that occurred during the localization process have led to an alteration of Toma's personality? How could these changes explain the discrepancy between player reception in Japan and the West? Upon analyzing the scripts, a connection between the effect created by certain translation strategies and Western player reception became apparent. Effects identified included the erasure of entry points for "self-inserting" players, the creation of a distorted first impression and the infringement of the players' spaces in ways not present in the original. The connection between character personality and the creation of an "equivalent gameplay experience" was explored. It resulted in the confirmation of the hypothesis surrounding their overall inseparability in an Otome game context, with the exception of a minority of justifiable cases where personality alterations were conducted in favor of a culturally equivalent gameplay experience. The impact of pre-filled gaps in the text led to decreased opportunities for players to contribute to the creation of meaning, while the presence of mistranslations sparked feelings of confusion regarding the character's sanity. Taking the role of the translator, the player and the virtual love interest into consideration, this paper suggests an approach derived from acting as a tool for future character personality preservation in Otome game translation.
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Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns jogos, traçar um panorama acerca de como se dá esta relação sob o contexto brasileiro, abordando as características e especificidades que a localização de games tem apresentado no Brasil ao longo do tempo. A análise desses jogos está fundamentada sob duas perspectivas: a) uma perspectiva histórica, em que se buscará situar as épocas em que foram lançados às etapas de evolução dos videogames e sua relação com a tradução/localização em cada momento; e b) uma perspectiva descritiva, em que se realizará uma análise dos aspectos acerca da tradução/localização observados nesses jogos, fundamentada sob as bases teóricas utilizadas nesta dissertação: o conceito de domesticação/estrangeirização (Venuti, 1995), a teoria funcionalista do Skopos (Vermeer, 1986) e o conceito de Gameplay Experience (Souza, R.V.F., 2014).
Video games are today one of the most important forms of entertainment worldwide. Much of this success was only made possible due to translation, which, through localized versions into various languages, contributed decisively for video games to achieve a growing number of markets and reach millions of homes across the globe. This dissertation, of an eminently historiographical nature, aims to examine the relation between translation/localization and video games from their beginning until the present day. Furthermore, it also intends, through the analyses of a number of games, to provide an overview on how this relation works under the Brazilian context, addressing the characteristics and specificities that video game localization has been showing over time. The analysis of such games is founded upon two perspectives:a) a historical perspective, which will seek to situate the times when they were released to the stages of evolution of video games and their relation with translation/localization in each moment; and b) a descriptive perspective, which will undertake an analysis of translation/localization aspects observed in such games, founded upon the theorical basis utilized in this dissertation: the concept of domestication/foreignization (Venuti, 1995), the functionalist Skopos theory (Vermeer, 1986) and the concept of Gameplay Experience (Souza, R. V. F., 2014).
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Bankler, Jon Victor. "The Cultural Adaptation of Playful Learning : Aspects to consider when culturalizing a children’s educational game for the Chinese market." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17683.

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This study explores suitable applications of culturalization in the case of educational games for children, specifically in relation to the Chinese market. Culturalization, in the context of video games, are design choices and adjustments applied to a product in order to cater to the needs of different cultural environments. The characteristics of both this genre, and this target locale, determines to which aspects of the product culturalization should be applied. Using three commercial educational games as a basis for discussion, the research was conducted through a series of expert interviews with pedagogues, localizers and game researchers in China. By analyzing the data gathered through these interviews, a series of aspects to consider for culturalization was defined. These were: usage of cultural references; the branding of the product; educational utility in relation to the local school curriculum; choice of gamification design.
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Gunaratne, Anuranga Sajith. "A COMPARATIVE ANALYSIS OF LOW COST LOCALIZATION METHODS FOR A MARIO KART GAME APPLICATION." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/841.

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In vehicle navigation systems, it is important to have accurate estimates of vehicle positioning. The process of determining positioning is called localization. There are two methods for localization, absolute positioning and relative positioning [1]. An absolute positioning system, such as Global Positioning System (GPS), determines the localization by using external distance and heading measures. Relative localization determines the position of an object based on its previously known location and through sensors that determine speed and heading. Examples of relative positioning sensors include wheel encoders, inertial sensors and accelerometers. The objective of this thesis is to analyze different methods to perform localization and navigation on low speed, low cost go-karts for Augmented Reality Mario Kart game application. Several different low cost localization methods (both absolute and relative positioning methods) were tested and compared in order to improve positioning information of the go-karts. It was found that the popular solution for localization, absolution positioning using GPS, alone provided insufficient accuracy needed for this game system. Dead-Reckoning (DR), a relative positioning technique, also suffered from inaccuracies due to accumulation of measurement error when used by itself. The optimum low cost solution was achieved by using GPS and DR in conjunction with beacons to deliver the best accuracy. The improvement of this solution with four beacons over the standalone GPS solution was 3.620 meters in Root Mean Square Error (RMSE), the error criterion used in this project.
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Qian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.

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Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

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Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.
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Kljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.

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This paper addresses the question formulation “Is it possible to implement automated testing in an existing client-server game in order to pinpoint faults and achieve credibility to tests?” The gaming industry’s goal, in most cases, is to release games that appeal to both their financial goals and the enjoyment factor of the players. In order to fulfill these goals, the game will need to function properly and the process to assure this is testing the game to find possible faults. This process is time and cost consuming in an exponential rate in accordance to game extensiveness, which makes this problem a very important decision in the process of development. The problem is most commonly tackled by using massive manual testing session, called alpha or beta sessions. In these session the game is at an early stage of development and gets released to a set player base to test and report issues encountered. We believe that the process of testing games could be more effective by utilizing automated testing. This thesis will investigate the possibilities to our claim. The result is a visual representation of the tests we managed to apply, while focusing on the client-server connectivity of Quake 3 and a graph of measurements for our improvised fault localization. This paper describes a solution in form of automated tests within a existing client-server game and a start to what could be early stages of a pattern obtained throughout this project.
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Pambianchi, Federica. "Quando Wonder Woman diventa un bottone Adattamento e transcreation nel videogioco Simulacra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20344/.

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In questo progetto verranno illustrate e analizzate le scelte traduttive e le strategie impiegate nella traduzione di stringhe particolarmente complesse o “intraducibili” nel videogioco Simulacra. La definizione di videogioco proposta nel primo capitolo, mostrerà come il videogioco non sia solamente un prodotto ma una vera e propria esperienza. Si analizzerà il concetto di gameplay sia dal punto di vista del game design che da quello dei giocatori, sottolineando l’importanza dei concetti di immersività, presenza e flusso. Verrà proposta una panoramica generale sul settore della localizzazione di videogiochi, sul ruolo del localizzatore e sui materiali localizzabili. Nel secondo capitolo verrà presentato il videogioco Simulacra, evidenziandone le caratteristiche che lo rendono altamente immersivo. Queste, unitamente a un breve sondaggio informale, dimostreranno la necessità di una traduzione italiana per il mantenimento dell’esperienza immersiva. Inoltre, verranno illustrati i software e i CAT tools usati per la traduzione. L’analisi di quest’ultima evidenzierà due problemi principali: il mantenimento dell’ambiguità di genere di alcune stringhe anche nella traduzione italiana, in modo che il giocatore possa identificarsi indipendentemente dal genere o dall'orientamento sessuale, e l’apparente intraducibilità di giochi di parole, battute e allusioni contenute in alcune stringhe, per cui si è rivelato utile ricorrere alle tecniche di adattamento e transcreation. Prima di analizzare e commentare ogni scelta fatta in questo senso, verrà proposta una definizione di transcreation e una panoramica del dibattito riguardante questo termine.
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Feng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.

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Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the study of comparing players' different virtual world game behaviors that have been influenced by their own real world cultural background. In this paper, I specifically focus on identifying the differences among American, Chinese, and Taiwanese cultures and the unique aspects of players with distinct cultural backgrounds that alter the atmosphere of the game. This is a mixed-method モtrans ludicヤ? study across three game servers that included participant observation, interviews, and surveys. The result of this study show that real world culture influences virtual world culture. Players in different countries bring real life experiences to the game and form their own emergent sub-cultures and sub-rules under the larger structure of the designated game rules and social conventions. When players immigrate from their original server to other countries' servers, initially they tend to find people from the same country to play with and follow their old social conventions, which are the sub-rules they create in their old servers, rather than play with the local players and adapt to new customs. However, over time, players develop hybrid cultures that adopt features from both the old cultures. This study also demonstrates that emergent behaviors are likely to occur when players face problems or difficult challenges.
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Abdelghaffar, Hossam Mohamed Abdelwahed. "Developing and Testing a Novel De-centralized Cycle-free Game Theoretic Traffic Signal Controller: A Traffic Efficiency and Environmental Perspective." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/100681.

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Traffic congestion negatively affects traveler mobility and air quality. Stop and go vehicular movements associated with traffic jams typically result in higher fuel consumption levels compared to cruising at a constant speed. The first objective in the dissertation is to investigate the spatial relationship between air quality and traffic flow patterns. We developed and applied a recursive Bayesian estimation algorithm to estimate the source location (associated with traffic jam) of an airborne contaminant (aerosol) in a simulation environment. This algorithm was compared to the gradient descent algorithm and an extended Kalman filter algorithm. Results suggest that Bayesian estimation is less sensitive to the choice of the initial state and to the plume dispersion model. Consequently, Bayesian estimation was implemented to identify the location (correlated with traffic flows) of the aerosol (soot) that can be attributed to traffic in the vicinity of the Old Dominion University campus, using data collected from a remote sensing system. Results show that the source location of soot pollution is located at congested intersections, which demonstrate that air quality is correlated with traffic flows and congestion caused by signalized intersections. Sustainable mobility can help reduce traffic congestion and vehicle emissions, and thus, optimizing the performance of available infrastructure via advanced traffic signal controllers has become increasingly appealing. The second objective in the dissertation is to develop a novel de-centralized traffic signal controller, achieved using a Nash bargaining game-theoretic framework, that operates a flexible phasing sequence and free cycle length to adapt to dynamic changes in traffic demand levels. The developed controller was implemented and tested in the INTEGRATION microscopic traffic assignment and simulation software. The proposed controller was compared to the operation of an optimum fixed-time coordinated plan, an actuated controller, a centralized adaptive phase split controller, a decentralized phase split and cycle length controller, and a fully coordinated adaptive phase split, cycle length, and offset optimization controller to evaluate its performance. Testing was initially conducted on an isolated intersection, showing a 77% reduction in queue length, a 17% reduction in vehicle emission levels, and a 64% reduction in total delay. In addition, the developed controller was tested on an arterial network producing statistically significant reductions in total delay ranging between 36% and 67% and vehicle emissions reductions ranging between 6% and 13%. Analysis of variance, Tukey, and pairwise comparison tests were conducted to establish the significance of the proposed controller. Moreover, the controller was tested on a network of 38 intersections producing significant reduction in the travel time by 23.6%, a reduction in the queue length by 37.6%, and a reduction in CO2 emissions by 10.4%. Finally, the controller was tested on the Los Angeles downtown network composed of 457 signalized intersections, producing a 35% reduction in travel time, a 54.7% reduction in queue length, and a 10% reduction in the CO2 emissions. The results demonstrate that the proposed decentralized controller produces major improvements over other state-of-the-art centralized and de-centralized controllers. The proposed controller is capable of alleviating congestion as well as reducing emissions and enhancing air quality.
PHD
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Giacomini, Marco. "Startare un game o iniziare una partita? La locale IT:Gaming in Apex Legends: una proposta di localizzazione “sovversiva” con l’introduzione dell’ipotesi di “economia pratico-linguistica”." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20463/.

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L'elaborato si prefigge di presentare una proposta di localizzazione di Apex Legends attraverso l'utilizzo di una metodologia che introduce la locale IT:Gaming, supportata dall'ipotesi di "economia pratico-linguistica". Si tratta di una localizzazione "sovversiva", il cui obiettivo è quello di utilizzare la lingua d'uso che si è stabilita tra gli utenti dei videogiochi online.
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Ortolani, Margherita. "A Blind Legend: la traduzione degli audio game e l'accessibilità per i giocatori non vedenti." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20419/.

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Lo scopo di questa tesi è offrire una panoramica della situazione corrente nel campo dell’accessibilità videoludica, illustrando i progressi ottenuti finora a livello tecnologico e prendendo in esame i limiti e le potenzialità dei videogiochi che vengono attualmente sviluppati per i giocatori non vedenti. Il primo capitolo, dedicato alla localizzazione in senso generale, si apre con un’introduzione al mercato dei videogiochi per dispositivi mobili, di cui fa parte anche il gioco analizzato, e prosegue concentrandosi sul significato di esperienza di gioco, sulla sua importanza e su come le scelte e soprattutto gli errori fatti durante il processo di sviluppo e localizzazione possono incidere sull’accessibilità di un titolo e, di conseguenza, sul suo apprezzamento da parte del pubblico. Il secondo capitolo tratta l’accessibilità videoludica più da vicino, introducendola brevemente dal punto di vista storico e illustrando poi le tecniche e gli accorgimenti utilizzabili per rendere un gioco più accessibile. Vengono inoltre presentati alcuni esempi rilevanti di leggi e norme adottate per garantire, nel mondo e nei singoli paesi, l’accesso alla cultura in quanto diritto universale di ogni cittadino, a prescindere da qualsiasi tipo di disabilità. Il terzo capitolo contiene il testo e la traduzione a fronte del videogioco A Blind Legend, audio-game accessibile ai giocatori non vedenti. Il quarto capitolo, infine, è dedicato alla descrizione del metodo utilizzato per tradurre, nonché ad alcune considerazioni su quale sia il giusto approccio da adottare quando si lavora su questo genere di giochi.
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Lin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.

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This research aimed to investigate game developers' preferences and graphical differences between Chinese and Western female game characters. Parts of the survey were conducted in China and in cooperation with Game Hub Scandinavia (2015). For this research, an image analysis and two models were made. The image analysis analyzed common elements that exist between different female characters from Chinese and Western game toplists. One model was based on a Chinese game toplist and the other model was based on a Western game toplist. The survey was conducted through Internet surveys and interviews. Results showed that there were graphical differences between games from Chinese and Western game lists, but there is not a significant difference between game developers' preferences.
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Blokker, Chantal, and Florent Schmidt. "Censorship as Part of Localization : Practice and Perception of Regional Changes in Japanese and Western Video Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413713.

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Regular online outrage about changed content in regional editions of video games has brought our attention to the concepts of censorship and localization. Game Rating Systems have their fair share of critics among those debating the details of localized content and prove to be in a peculiar position between developers and the end-user. The current state of the industry shows that alterations are made to regional versions of a game, especially with regards to sensitive topics such as violence, nudity, and sexualization. A survey to gauge end-users’ perception on these topics has been spread amongst residents of Japan and Western regions. Japanese respondents show to be more accepting of legislation surrounding video games whereas Western respondents tend to display a severe dislike for any sort of legislation, and often see not only censorship, but also localization in a negative context. Censorship, self-censorship, and localization are complicated and nuanced topics that turn out to be complexly intertwined with the practice of game production.
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Arzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.

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The market of videogames has been growing more and more int the last years, reaching a revenue of more than 91 million dollars on a global scale. But while videogames enter the lives of more and more people, some companies choose to cut some languages from their internationalization projects. The project described in this dissertation analyses the case of Torment: Tides of Numenera, trying to discern the reasons that brought the developers to cut the Italian translation for the game, aiming to find how this choice has influenced the experience of Italian gamers. To this aim, the dissertation is organized in four main chapters. Chapter 2 examines the general characteristics of videogame localization, its polysemiotic nature and the added level of complexity given by the fragmentation typical of software syntax. Chapter 3 presents the details that compose the game’s identity: its genre, its predecessor and the world in which it is set. Chapter 4 contains the analysis of the actual localization project, including the technical, linguistic and textual issues faced during translation. Chapter 5 focuses instead on the reaction of the Italian public to the lack of a localization, both among the professionals of the sector and among the players. Finally, the project results are discussed, highlighting why the same reasons that bring a developer to cut the localization, also speak to the importance of a translation for the experience of Italian-speaking gamers.
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Amorino, Chiara. "Tra humor e transcreation: la localizzazione di West of Loathing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20446/.

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West of Loathing è un gioco di ruolo in cui i personaggi sono figure stilizzate inserite in un ambiente di gioco simile a un Old West americano caricaturato. Nonostante per sua natura condivida caratteristiche con gli altri RPG, West of Loathing si discosta da essi e dal genere grazie alla sua carica umoristica, incalzante e coinvolgente. Disseminato di giochi di parole, modi di dire e battute, West of Loathing è un perfetto oggetto di studio dal punto di vista della transcreation. La sua traduzione supera la nozione di localizzazione in sé e per sé per lasciare spazio alla creatività e alla fantasia, delle quali si analizzeranno vari esempi nel presente lavoro di tesi. La tesi si compone di tre parti principali: dopo una breve introduzione (1) sui videogiochi in generale, la prima parte (contenuta nel capitolo 2) esamina in dettaglio il genere RPG e i motivi per cui West of Loathing vi appartiene, distanziandosi allo stesso tempo grazia alla sua comicità; la seconda parte (capitolo 3) esplora la teoria alla base della localizzazione e della transcreation, e il rapporto di dipendenza reciproca tra umorismo e videogiochi; la terza parte (4) è incentrata sugli estratti più importanti e umoristici della traduzione, la quale si trova in appendice.
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Dong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.

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Roy, Enakshi. "The Indian Game Show Kaun Banega Crorepati in the context of Media Globalization and Glocalization." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1306952304.

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Fabbri, Marialaura. "La localizzazione fra tailorization e customization. Traduzione a tutto tondo, agency del localizzatore e proposta di piano formativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20482/.

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Il presente elaborato si propone di esplorare e approfondire la natura della figura del localizzatore di videogiochi e della sua formazione specifica, ampliando il discorso sulla difficoltà del lavoro di localizzazione ed esplorando le sfaccettature di questo specifico tipo di processo traduttivo, quindi tutte quelle caratteristiche che ne costituiscono la complessità ma che al tempo stesso, proprio in virtù della loro problematicità, rappresentano elementi di fascino e di interesse dal punto di vista traduttologico. Dopo aver fornito una panoramica sul funzionamento del mercato videoludico e sul suo stato attuale, partendo dall’idea di localizzazione come tipologia di traduzione complessa e dall’idea del videogioco come prodotto su misura, si cercherà di raggiungere tre obiettivi principali: suggerire un’idea di localizzazione come “traduzione a tutto tondo”, ridefinire il concetto di agency del localizzatore e proporre un piano formativo specifico per localizzatori. Tutto ciò verrà portato a termine passando per alcuni dei concetti fondamentali sia per il videogioco, sia per la localizzazione, come immersione, assets, constraints, tailorization e customization.
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Carlini, Mirco. "“Dove hai imparato a fare queste cose, piccola?” Localizzazione videoludica e Gender Translation Studies: un’analisi della saga di Tomb Raider." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17815/.

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After a brief introduction to the gaming industry and the gaming localization industry, and a glimpse of the gender representation issue that in some ways persists to this day in the videogame world, this dissertation considers as its object of inquiry the Italian localization of the acclaimed Tomb Raider saga. Its main aim is to scrutinize the evolution of the titles’ main character, Lara Croft, with the objective of pinning down the gender-related issues that arise in the translation from English into Italian. Since the videogame industry has been marred for decades by what could be considered a serious issue with gender representation, this dissertation highlights the elements of game localization that can be taken into consideration to mitigate this issue. Through a discussion of the topics of fidelity and culturalization, it is argued that by following the disruptive and revolutionary principles theorized by the feminist scholars that started Gender Translation Studies, the translator could contribute to reduce the discriminatory and sexist content that the analysis shows could be, even inadvertently, introduced during the translation process. To this end, the global intent of fidelity towards the translation project and the translator-client relationship would still be maintained, but the translator would be given greater liberty to commit to choices as dictated by a newfound sensitivity towards gender-related issues, with the ever-present assurance that the look and feel of the final product would not be compromised in any way.
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Shuneika, Hanna. "Proofreading and analysis of the Italian localization of the first 5 chapters of the videogame The Last of us." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16484/.

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In the paper we will analyze the Italian localization of the first 5 chapters of the videogame The Last of Us. We will also offer alternative translations and will correct the localization mistakes. The paper consists of five chapters, introduction and conclusion. Each of the chapters represents a category of the revised translation: done badly, omitted translations, done well, could be improved, wrong register or wrong swear words translations. We will observe and analyze the Italian localization of the first five chapters of the videogame and propose the alternatives in the cases of errors and ambiguities, as well as highlight well done translations that reflect the differences between English and Italian grammar, syntax and semantics. The revised parts of the localization primarily include the translation of the subtitles and the artifacts (written documents, not voiced) within the game. The dubbing and the lip sync are not analyzed, unless they influence the translation in one way or another. The orthography and punctuation of the subtitles are kept the same in the thesis as they are in the game. The swear words will be fully spelled for transparency. In the conclusion we will close with the state of the Italian localization of videogames in general and of this one in particular.
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Zemánek, Ondřej. "Počítání vozidel v statickém obraze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417211.

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Tato práce se zaměřuje na problém počítání vozidel v statickém obraze bez znalosti geometrických vlastností scény. V rámci řešení bylo implementováno a natrénováno 5 architektur konvolučních neuronových sítí. Také byl pořízen rozsáhlý dataset s 19 310 snímky pořízených z 12pohledů a zachycujících 7 různých scén. Použité konvoluční sítě mapují vstupní vzorek na mapu hustoty vozidel, ze které lze získat jejich počet a lokalizaci v kontextu vstupního snímku. Hlavním přínosem této práce je porovnání a aplikace dosavadních nejlepších řešení pro počítání objektů v obraze. Většina z těchto architektur byla navržena pro počítání lidí v obraze, proto musely být uzpůsobeny pro potřeby počítání vozidel v statickém obraze. Natrénované modely jsou vyhodnoceny GAME metrikou na TRANCOS datasetu a na velkém spojeném datasetu. Dosažené výsledky všech modelů jsou následně popsány a porovnány.
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Fornazari, Meggie Rosar. "Localization practices in trading card games." reponame:Repositório Institucional da UFSC, 2014. https://repositorio.ufsc.br/xmlui/handle/123456789/123372.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Inglês: Estudos Linguísticos e Literários, Florianópolis, 2014.
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Abstract : The localization of a Trading Card Game of long durability and frequent updating such as Magic the Gathering (USA, 2003-present) requires a specific and detailed translation in relation to consistency, while following certain policies. This study presents a parallel, bilingual corpus created to observe technical constraints and localization policies which may pertain to the translation of such type of material from English into Brazilian Portuguese. In order to do so, the textual spoiler of 249 cards in each language has been extracted, aligned, and analyzed using Wordsmith 3.0 and Notepad++, with theoretical support of the translation description model created by Lambert & Van Gorp (1985) adapted for this genre. Macro analyses and subsequent micro analyses have both resulted in the observation of a translation product in Portuguese that is linguistically adequate to the target system, but not acceptable in the target cultural system. Additionally, certain sections of the product which require less rigidity in relation to the game rules could gain from the use of transcreation.

A localização de um Jogo de Estampas Ilustradas de longa duração e atualização frequente como Magic The Gathering (EUA, 2003-atual) requer tradução específica e detalhada em relação a consistência lexical, ao mesmo tempo em que certas políticas devem ser seguidas. Este estudo apresenta um corpus paralelo e bilíngue criado a fim de observar restrições técnicas e políticas de localização que possam ser pertinentes à tradução de tal material do inglês ao Português do Brasil. Para tal fim, o texto de 249 cards em cada língua foi extraído, alinhado e analisado utilizando os programas Wordsmith 3.0 e Notepad++, com aporte teórico do modelo descritivo de traduções criado por Lambert e Van Gorp (1985) adaptado para o gênero. Ambas macro e micro análises resultaram na observação de um produto tradutório linguisticamente adequado ao sistema-alvo do Português, mas que não é aceitável em seu sistema cultural. Além disso, certas seções do produto que requerem menos rigidez em relação às regras do jogo poderiam ganhar em qualidade com o uso da transcriação.
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Wong, Chi-hang, and 王志恆. "The localization of Japanese video games in Taiwan." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.

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The aim of this research lies in the study of how Japanese console videos games have been re-territorialized into Taiwan in Taiwanese context. Since making its debut in 1970s, video game industry has developed into a multi-billion dollar business in which Japanese console and game developers have been the pioneers. Academic studies on video games, however, had been largely focusing on the physical and mental affection of video game playing, and it is until recent years that video game has begun to be analyzed as a cultural product. Looking to fill the research space of how video games have been consumed and received under different geographical and social contexts, this research examine show Taiwanese, the former colonial subjects of Japan, localize Japanese console video games through measures during the process of production, re-production, circulation, and consumption in the context of Taiwanese society. Attention has been particularly paid to Taipei City Mall, where gamer gatherings of a Japanese video game had been regularly held. Through intensive participatory observation on the gathering and in-depth case studies on a few selected personalities, the author will show how a Japanese cultural good is being re-territorialized under an alien social context. The thesis then argues a new paradigm, in which the individual desire is considered as equally important with other mediation factors, should be adopted in conceptualizing the migration of a cultural good.
published_or_final_version
Modern Languages and Cultures
Doctoral
Doctor of Philosophy
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Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.

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This thesis deals with design and implementation of programming structure of game web portal. The web portal will serve as a communication and information center to simplify coordination among players and allow them to gain new experience. In the thesis are analyzed the needs of players, existing solutions and their drawbacks. The results of this analysis are used to design individual functions of the portal. Implementation of the most important parts of the website has been described, the implementation of these parts were evaluated and some enhancemets were eventually suggested. In the end of this thesis several functionalities were suggested, which could extend the portal in the future.
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Pelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.

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Since the release of the Nintendo Entertainment System in the 1980s, the video game industry has transformed itself to become very dependent of the transnational circulation and localization of its products. In this thesis, I take a look at this current trend of video game's transnationalization, analyze its processes and components as well as uncover its impact on both games and gamers. Through the analysis of video game localized both by the industry and by amateur translation groups, this thesis investigates how transnational circulation of Japanese video games from Japan to North America influences the definition of Japaneseness in this media as well as a binary and culturally determined interpretation of the video game global culture of circulation. This work focuses on the dynamics that drive different localization processes from both the industry and fan communities. It also sets to explore the conflicts that occur when certain translated titles do not blend in their new media environment or are rejected by certain fan communities. This thesis demonstrates that both those localization processes and reception conflicts shape the video game culture of circulation in a binary fashion, opposing notions of Japanese and Western video games. This thesis concludes by stating what is at stake in video game localization processes as well by explaning the risks entailed by relying to much on such as culturally determined interpretation of the media.
Depuis la mise en marché de la Nintendo Entertainment System en 1980, l'industrie du jeu vidéo s'est transformée pour devenir très dépendante de la localisation et de la circulation transnationale de ses produits. Dans ce mémoire, je porte un regard sur cette tendance actuelle de transnationalisation en analysant les processus et les éléments qui les composent tout en mettant à jour ses impacts à la fois sur les jeux et les joueurs. À travers l'analyse de produits localisés à la fois par l'industrie et par des groupes de traduction amateurs, cette étude porte sur la façon dont la circulation de jeux vidéo japonais en Amérique du Nord influence la définition de la notion de Japonité dans ce média ainsi qu'un perspective binaire de la culture de circulation du jeu vidéo définie par rapport à la culture de la provenance d'un produit. Ce travail fait la lumière sur les différentes dynamiques régissant la localisation de jeux vidéo à la fois dans l'industrie et dans certaines communautées de fan. Il explore aussi les formes de conflicts engendrés par l'importation de certains titres lorsqu'ils ne s'intègrent pas facilement à leur nouvel environment médiatique ou lorsqu'ils sont rejeté par certain communautées de fans. Cette thèse démontre que ces processus de localisation et les conflits entourant la réception de jeux vidéo localisés façonne la culture de circulation du media de façon binaire, opposant les notions de jeux vidéo Japonais et Occidentaux. Ce mémoire se conclu par une présentation des enjeux qui sont au coeur des différents processus de localisation de jeux vidéo ainsi que par une présentation des risques encourus lorsque notre négociation avec le media se repose trop sur une telle interprétation déterminée par l'origine culturelle des produits.
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Åbom, Karl. "Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional environment." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2068.

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Context: Modern commercial computer games use a number of different stimuli to assist players in locating key objects in the presented Virtual Environment (VE). These stimuli range from visual to auditory, and are employed in VEs depending on several factors such as gameplay design and aesthetics. Objectives: This study compares three different localization aids in order to evaluate their effectiveness in VEs. Method: An experiment is carried out in which testplayers are tasked with using audio signals, visual input, as well as a combination of both to correctly identify objects in a virtual scene. Results: Results gained from the experiment show how long testplayers spent on tests which made use of different stimuli. Upon analyzing the data, it was found that that audio stimulus was the slowest localization aid, and that visual stimulus and the combination of visual and auditory stimulus were tied for the fastest localization aid. Conclusions: The study concludes that there is a significant difference in efficiency among different localization aids and VEs of varied visual complexity, under the condition that the testplayer is familiar with each stimuli.
3D-ljud och visuella hjälpmedel är vanliga i moderna datorspel. I denna uppsats detaljeras en studie kring effektivitet vid använding av 3D-ljud och visuella hjälpmedel i tre-dimensionella miljöer. Studien använder sig av en experimentiell design där testspelare får sitta i ett datorspel-liknande upplägg och använda sig av visuella och auditoriska hjälpmedel för att identifiera objekt i dessa miljöer. Studien bekräftar att det finns en signifikant skillnad i effektivitet mellan olika visuella och auditoriska hjälpmedel i tre-dimensionella miljöer.
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Lin, Ying-Chia Hazel. "Culture, technology, market, and transnational circulation of cultural products : the glocalization of EA digital games in Taiwan /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6204.

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Loh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.

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Wang, Xin. "Gaze based weakly supervised localization for image classification : application to visual recognition in a food dataset." Thesis, Paris 6, 2017. http://www.theses.fr/2017PA066577/document.

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Dans cette dissertation, nous discutons comment utiliser les données du regard humain pour améliorer la performance du modèle d'apprentissage supervisé faible dans la classification des images. Le contexte de ce sujet est à l'ère de la technologie de l'information en pleine croissance. En conséquence, les données à analyser augmentent de façon spectaculaire. Étant donné que la quantité de données pouvant être annotées par l'humain ne peut pas tenir compte de la quantité de données elle-même, les approches d'apprentissage supervisées bien développées actuelles peuvent faire face aux goulets d'étranglement l'avenir. Dans ce contexte, l'utilisation de annotations faibles pour les méthodes d'apprentissage à haute performance est digne d'étude. Plus précisément, nous essayons de résoudre le problème à partir de deux aspects: l'un consiste à proposer une annotation plus longue, un regard de suivi des yeux humains, comme une annotation alternative par rapport à l'annotation traditionnelle longue, par exemple boîte de délimitation. L'autre consiste à intégrer l'annotation du regard dans un système d'apprentissage faiblement supervisé pour la classification de l'image. Ce schéma bénéficie de l'annotation du regard pour inférer les régions contenant l'objet cible. Une propriété utile de notre modèle est qu'elle exploite seulement regardez pour la formation, alors que la phase de test est libre de regard. Cette propriété réduit encore la demande d'annotations. Les deux aspects isolés sont liés ensemble dans nos modèles, ce qui permet d'obtenir des résultats expérimentaux compétitifs
In this dissertation, we discuss how to use the human gaze data to improve the performance of the weak supervised learning model in image classification. The background of this topic is in the era of rapidly growing information technology. As a consequence, the data to analyze is also growing dramatically. Since the amount of data that can be annotated by the human cannot keep up with the amount of data itself, current well-developed supervised learning approaches may confront bottlenecks in the future. In this context, the use of weak annotations for high-performance learning methods is worthy of study. Specifically, we try to solve the problem from two aspects: One is to propose a more time-saving annotation, human eye-tracking gaze, as an alternative annotation with respect to the traditional time-consuming annotation, e.g. bounding box. The other is to integrate gaze annotation into a weakly supervised learning scheme for image classification. This scheme benefits from the gaze annotation for inferring the regions containing the target object. A useful property of our model is that it only exploits gaze for training, while the test phase is gaze free. This property further reduces the demand of annotations. The two isolated aspects are connected together in our models, which further achieve competitive experimental results
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Lázna, Tomáš. "Autonomní robotické měření záření gama." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2017. http://www.nusl.cz/ntk/nusl-316267.

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Tato práce se zaměřuje na autonomní lokalizaci radiologických zdrojů v definované oblasti zájmu. Jejím cílem je vyvinout lokalizační strategie a platformu, na které je bude možné vyzkoušet. Platforma je sestavena z průzkumného robotu Orpheus-X3, scintilačních detektorů a přesného GNSS přijímače. Algoritmus pro vytváření mapy distribuce radiačního pole je rozšířen. Jsou představeny nové metody založené na směrové citlivosti navrhovaného detekčního systému. Počáteční průzkum oblasti zájmu je uskutečněn pomocí kružnicových trajektorií. Všechny algoritmy byly otestována jak simulacemi, tak reálnými experimenty. Dosažená přesnosti lokalizace je v řádu desítek centimetrů. Časová efektivita je použitím nových algoritmů zvýšena přibližně dvakrát až pětkrát. Jedním z~přínosů práce je vývoj modulárního systému, který může být přesunut a uzpůsoben na jiné platformy. Výhodou použitého systému je vysoký stupeň autonomie a bezpečnost pro lidského operátora.
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Fages, Carol. "mRNA localization and cell motility : roles of heparin-binding proteins amphoterin and HG-GAM in cell migration." Helsinki : University of Helsinki, 2000. http://ethesis.helsinki.fi/julkaisut/mat/bioti/vk/fages/.

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Kacete, Amine. "Unconstrained Gaze Estimation Using RGB-D Camera." Thesis, CentraleSupélec, 2016. http://www.theses.fr/2016SUPL0012/document.

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Dans ce travail, nous avons abordé le problème d’estimation automatique du regard dans des environnements utilisateur sans contraintes. Ce travail s’inscrit dans la vision par ordinateur appliquée à l’analyse automatique du comportement humain. Plusieurs solutions industrielles sont aujourd’hui commercialisées et donnent des estimations précises du regard. Certaines ont des spécifications matérielles très complexes (des caméras embarquées sur un casque ou sur des lunettes qui filment le mouvement des yeux) et présentent un niveau d’intrusivité important, ces solutions sont souvent non accessible au grand public. Cette thèse vise à produire un système d’estimation automatique du regard capable d’augmenter la liberté du mouvement de l’utilisateur par rapport à la caméra (mouvement de la tête, distance utilisateur-capteur), et de réduire la complexité du système en utilisant des capteurs relativement simples et accessibles au grand public. Dans ce travail, nous avons exploré plusieurs paradigmes utilisés par les systèmes d’estimation automatique du regard. Dans un premier temps, Nous avons mis au point deux systèmes basés sur deux approches classiques: le premier basé caractéristiques et le deuxième basé semi apparence. L’inconvénient majeur de ces paradigmes réside dans la conception des systèmes d'estimation du regard qui supposent une indépendance totale entre l'image d'apparence des yeux et la pose de la tête. Pour corriger cette limitation, Nous avons convergé vers un nouveau paradigme qui unifie les deux blocs précédents en construisant un espace regard global, nous avons exploré deux directions en utilisant des données réelles et synthétiques respectivement
In this thesis, we tackled the automatic gaze estimation problem in unconstrained user environments. This work takes place in the computer vision research field applied to the perception of humans and their behaviors. Many existing industrial solutions are commercialized and provide an acceptable accuracy in gaze estimation. These solutions often use a complex hardware such as range of infrared cameras (embedded on a head mounted or in a remote system) making them intrusive, very constrained by the user's environment and inappropriate for a large scale public use. We focus on estimating gaze using cheap low-resolution and non-intrusive devices like the Kinect sensor. We develop new methods to address some challenging conditions such as head pose changes, illumination conditions and user-sensor large distance. In this work we investigated different gaze estimation paradigms. We first developed two automatic gaze estimation systems following two classical approaches: feature and semi appearance-based approaches. The major limitation of such paradigms lies in their way of designing gaze systems which assume a total independence between eye appearance and head pose blocks. To overcome this limitation, we converged to a novel paradigm which aims at unifying the two previous components and building a global gaze manifold, we explored two global approaches across the experiments by using synthetic and real RGB-D gaze samples
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Badiu, Adriana-Nicoleta. "“You’ve got to be kitten me!”: Translating puns, wordplay and speech styles in Don’t Starve – a localization proposal." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22830/.

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The rapid advances of technology brought forth significant transformations in the world, including at the level of society, changing how people communicate with each other. Computers and mobile devices already have a well-established place in our lives, not only as means of keeping in touch, but also as instruments able to provide something for which humans have always had a craving: entertainment The present dissertation is concerned with probably one of the most popular forms of entertainment available worldwide, namely video games, and with the linguistic processes that contributed to their transformation into the global phenomenon they are today: language translation and localization, with a particular focus on wordplay, one of the most frequently encountered challenges in translation.
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Rabenimanana, Toky Harrison. "Modélisation, fabrication et caractérisation expérimentale de réseaux MEMS faiblement couplés pour la détection de masse." Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCD062.

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Une étude sur les détecteurs de masse utilisant la localisation d’Anderson est menée dans le cadre de cette thèse. Différents moyens permettant d’améliorer leurs performances sont proposés et démontrés à travers deux dispositifs MEMS. Les deux dispositifs utilisent le même système composé de deux cantilevers couplés mécaniquement, mais les vibrations sont générées de deux manières différentes: le premier dispositif est actionné par une force électrostatique attractive tandis que le second est actionné par une force électrostatique répulsive. Afin de se débarrasser du déséquilibre créé par les défauts de fabrication, on utilise l’assouplissement électrostatique en réglant la tension continue de l’actionnement. Pour le premier dispositif, une approche utilisant un système asymétrique avec deux cantilevers de longueurs différentes est proposée. On réduit alors la rigidité effective de la poutre courte pour équilibrer le système. Avec le second type d’actionnement, le faible assouplissement électrostatique nous oblige à utiliser deux micropoutres de même longueur. Mais le système est toujours équilibré de la même manière. Grâce à la fonctionnalisation des non-linéarités électrostatiques, le premier dispositif montre une meilleure sensibilité, qui est de 67% supérieure à la sensibilité maximale atteignable en régime linéaire. Quant au second dispositif, il montre l’absence de non-linéarités électrostatiques, ce qui permet d’augmenter sa gamme dynamique linéaire jusqu’à 70% de la distance qui sépare les poutres des électrodes inférieures. Cela devrait améliorer non seulement la résolution en masse du détecteur, mais aussi la précision des mesures. Tous ces concepts sont d’abord étudiés théoriquement avec le modèle analytique basé sur la théorie d’Euler-Bernoulli. Ils sont ensuite démontrés expérimentalement après que les détecteurs aient été fabriqués suivant le processus MUMPS
A study on mass microsensors using Anderson localization is conducted in this thesis. Different ways allowing to enhance their performances are proposed and demonstrated through two MEMS devices. Both devices use the same system composed of two mechanically coupled cantilevers, but the vibrations are generated in two different ways: the first device is actuated with an attractive electrostatic force while the second device is actuated with a repulsive electrostatic force. In order to get rid of initial imbalance due to manufacturing defects, the electrostatic softening effect is used by tuning the DC voltage of the actuation. For the first device, a concept with an asymmetric system including two cantilevers of different lengths is proposed. We thus reduce the effective stiffness of the short cantilever to balance the system. With the second type of actuation, the weak electrostatic softening effect forces us to use two microbeams of the same length. But the system is still balanced with the same approach. Thanks to the functionalization of electrostatic nonlinearities, the first device shows an enhanced sensitivity, which is 67% higher than the maximum sensitivity reachable in the linear regime. Concerning the second device, it shows the absence of electrostatic nonlinearities, which allows to increase the linear dynamic range by up to 70% of the gap. It should improve not only the mass resolution of the sensor, but also the accuracy of the mass sensing. All of these concepts are first theoretically investigated with the developed analytical model based on the Euler-Bernoulli beam theory. They are then experimentally demonstrated after the sensors are manufactured with the MUMPS
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Boehm, Christian Reiner. "Gene expression control for synthetic patterning of bacterial populations and plants." Thesis, University of Cambridge, 2017. https://www.repository.cam.ac.uk/handle/1810/267842.

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The development of shape in multicellular organisms has intrigued human minds for millenia. Empowered by modern genetic techniques, molecular biologists are now striving to not only dissect developmental processes, but to exploit their modularity for the design of custom living systems used in bioproduction, remediation, and regenerative medicine. Currently, our capacity to harness this potential is fundamentally limited by a lack of spatiotemporal control over gene expression in multicellular systems. While several synthetic genetic circuits for control of multicellular patterning have been reported, hierarchical induction of gene expression domains has received little attention from synthetic biologists, despite its fundamental role in biological self-organization. In this thesis, I introduce the first synthetic genetic system implementing population-based AND logic for programmed hierarchical patterning of bacterial populations of Escherichia coli, and address fundamental prerequisites for implementation of an analogous genetic circuit into the emergent multicellular plant model Marchantia polymorpha. In both model systems, I explore the use of bacteriophage T7 RNA polymerase as a gene expression engine to control synthetic patterning across populations of cells. In E. coli, I developed a ratiometric assay of bacteriophage T7 RNA polymerase activity, which I used to systematically characterize different intact and split enzyme variants. I utilized the best-performing variant to build a three-color patterning system responsive to two different homoserine lactones. I validated the AND gate-like behavior of this system both in cell suspension and in surface culture. Then, I used the synthetic circuit in a membrane-based spatial assay to demonstrate programmed hierarchical patterning of gene expression across bacterial populations. To prepare the adaption of bacteriophage T7 RNA polymerase-driven synthetic patterning from the prokaryote E. coli to the eukaryote M. polymorpha, I developed a toolbox of genetic elements for spatial gene expression control in the liverwort: I analyzed codon usage across the transcriptome of M. polymorpha, and used insights gained to design codon-optimized fluorescent reporters successfully expressed from its nuclear and chloroplast genomes. For targeting of bacteriophage T7 RNA polymerase to these cellular compartments, I functionally validated nuclear localization signals and chloroplast transit peptides. For spatiotemporal control of bacteriophage T7 RNA polymerase in M. polymorpha, I characterized spatially restricted and inducible promoters. For facilitated posttranscriptional processing of target transcripts, I functionally validated viral enhancer sequences in M. polymorpha. Taking advantage of this genetic toolbox, I introduced inducible nuclear-targeted bacteriophage T7 RNA polymerase into M. polymorpha. I showed implementation of the bacteriophage T7 RNA polymerase/PT7 expression system accompanied by hypermethylation of its target nuclear transgene. My observations suggest operation of efficient epigenetic gene silencing in M. polymorpha, and guide future efforts in chassis engineering of this multicellular plant model. Furthermore, my results encourage utilization of spatiotemporally controlled bacteriophage T7 RNA polymerase as a targeted silencing system for functional genomic studies and morphogenetic engineering in the liverwort. Taken together, the work presented enhances our capacity for spatiotemporal gene expression control in bacterial populations and plants, facilitating future efforts in synthetic morphogenesis for applications in synthetic biology and metabolic engineering.
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Collins, Karrie. "You Spoony Bard!: An Analysis of Video Game Localization Practices." 2015. https://scholarworks.umass.edu/masters_theses_2/189.

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This paper analyzes the appropriateness of the localization practices utilized in the Japanese video game series Final Fantasy and Pokémon. Its argument is informed by survey responses from players of both series. Immersion, the ability of the player to remain in the game-world without distraction, is believed to be an important goal for successful localization. In this paper, the appropriateness of the localization of the Final Fantasy series is judged based on player immersion and enjoyment. This study finds that immersion is not essential to player enjoyment and therefore is not essential for a successful localization. In regard to the Pokémon series, the appropriateness of the heavy alteration and censorship of elements in the American localization is analyzed via player response to the changes. This localization practice proves to be appropriate and an effective model for future localization of Japanese video games targeted toward children in America. In addition, this paper explores immersion in Pokémon strategy guides released in America and Japan. The aim of this thesis is to expand the dialogue on Japanese video game localization for America and to display successful, creative localization practices which can also be utilized in other media.
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39

Tang, Yu-Rou, and 唐玉柔. "Game-theoretic Analysis of Semi-fragile Watermarking for Image Authentication and Tamper Localization." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/60253752868093274001.

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40

Chuko, Pei-yun, and 諸葛蓓芸. "Game Localization Strategies under the Sim-Ship Scheme: A Case Study in Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/65325e.

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碩士
國立彰化師範大學
翻譯研究所
102
This paper takes the experience of one localization company in Taiwan in localizing games on the Xbox platform under Microsoft to discuss under the simultaneous release (sim-ship) scheme, what are the difficulties faced by translators, and to apply aspects of cognitive loading in order to propose a strategy that better allocates translator’s cognitive resource to produce game translations with the minimum error occurrence. This paper will apply Daniel Gile’s cognitive load theory in an attempt to reduce errors produced by the translator. Examples are taken from the Gears of War franchise, mainly from Gears of War 3 and Gears of War: Judgment.
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41

Hsiao, Po-Yeh, and 蕭伯燁. "The Application of Transcreation on Game Localization: A Case Study of Grand Theft Auto V." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk98.

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碩士
國立彰化師範大學
翻譯研究所
106
Abstract Even though transcreation has been a widely adopted translation strategy in various fields, it is yet to receive equal attention in the academia. Therefore, this thesis utilized Grand Theft Auto V, a world-famous computer game published by Rockstar in the United States, to conduct a case study to investigate the importance of transcreation in game localization. By applying Skopos theory, this study aimed to clarify the purpose of using transcreation as a translation strategy in game localization. After the data were collected and categorized by its purpose, back translation was applied to see what types of transcreation strategies were used to achieve the translation goals. In the case study, a total of 25 raw materials were collected from the game assets of GTA V for further analysis. After the analyzing procedure was done, it was found that there were two major purposes of using transcreation as a game localization tool, which were to enhance gaming experience and to solve translation challenges. Furthermore, four different transcreation strategies were also observed from the case study. Applying Chinese idioms and local buzzwords were two strategies found which could enhance gaming experience; meanwhile, amplification and substitution were another two transcreation strategies which could be utilized to solve translation challenges. From the discussion of the examples, various benefits were observed applying transcreation in game localization. These benefits were minimizing cultural gaps, enhancing cultural identity of the target players, featuring characters’ personality, avoiding confusion caused by colloquial conversation, enhancing comprehension of the story plot, and precisely delivering the original messages to players. The result of the case study could be served as a guideline for game localization workers who are seeking uniqueness or solution of translation difficulties from transcreation. Furthermore, the ultimate goal of the study is to raise the awareness of the importance and significance of transcreation in translation. Keywords: Game Localization, Transcreation
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42

Bushouse, Elizabeth. "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation." 2015. https://scholarworks.umass.edu/masters_theses_2/187.

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This paper looks at the practice and history of video game translation, with the goal of expanding the definition of translation. Video game translation is a complex process that incorporates a number of aspects from other types of translation, such as literary, audiovisual, and software translation, to form a dynamic whole. As a new medium, video games also present their own challenges to translation in the form of interactivity, technology, non-textual and extra-textual elements, audience involvement, and new business practices. Even though video games are a relatively new medium, the practice of translating them has undergone drastic transformations over the years. A case study of the various official translations of Final Fantasy IV provides a brief overview of this development to help the reader get a complete understanding of the video game translation process. The paper concludes by arguing that the different sign systems present in video games are integral to the player’s understanding of the game, and should be considered as aspects that can be translated. Parallels are also drawn between the translation process and the medium of the video game, to show that different approaches to translation can provide the audience with a more holistic view of a work.
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43

Yuan, Yali. "On Localization Issues of Mobile Devices." Doctoral thesis, 2018. http://hdl.handle.net/11858/00-1735-0000-002E-E4ED-2.

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44

Riggin, Patrick Franklin. "Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition." 2018. http://hdl.handle.net/2097/38825.

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Master of Arts
Department of Modern Languages
Melinda Cro
Many recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
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45

TSENG, HSIN-I., and 曾馨儀. "A Comparative Study of Chinese Localization of a Mobile Game in Taiwan and China: The Sims Freeplay as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/mcm5qf.

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46

Hsu, Hao, and 徐昊. "Game Localization‭: ‬A Quest for Fidelity in Video Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/pf9p7q.

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碩士
國立臺灣師範大學
翻譯研究所
104
Video games have come a long way since the first electronic game‭ ‬"Spacewar‭!‬‭" ‬was invented at MIT in 1962‭. ‬With amazing animation‭, ‬sophisticated storylines and wild fantasy worlds for players to freely explore‭, ‬modern video games are no longer just entertainment‭, ‬but a cultural phenomenon‭, ‬exerting influence on literature‭, ‬movies‭, ‬music and other areas‭. ‬In a globalized society‭, ‬video games are not only sold in their country of origin‭, ‬but the world over as well‭, ‬creating the need for localization‭. ‬Game localization has existed since the 1980s‭, ‬but was not a focus of translation theorists until the year 2000‭. ‬While many related articles and books have been published in English since then‭, ‬Taiwan has yet seen academic research on this topic‭. ‬This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches‭. ‬Moreover‭, ‬a case study of‭ ‬a‭ ‬game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets‭.‬
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47

Yi-Wen, Wang, and 王怡文. "The Effect of Using Localization Water Resources Digital Game Curriculum: The Changing Attitudes and Behaviors to Conserve Water Resources of Sixth Grade Elementary School Students." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/35461537031420711033.

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碩士
國立臺北教育大學
自然科學教育學系碩士班
100
The purposes of this study is to develop a localization water resources digital game curriculum, and discuss the attitudes and actions of sixth grade elementary school students towards the water resources conservation after teaching different water resources curriculum. In this research, we planned three different water resource curriculums for eight weeks, which has one class in each week, and separated 151 sixth grade students into 3 groups. The first group A has 51 sixth grade students, and run the localization water resources digital game curriculum; the second group B allot 50 sixth grade students and teaches the non-localization water resources digital game curriculum; the third group C has 50 students and teaches the ordinary water resources conservation curriculum. This research use quantity methods, and supplement by some quality skills. In this research, we use statistical methods as descriptive statistics and ANCOVA to analyze and test the differences between each group’s questionnaires, include the “water resource digital game curriculum,” “water resources conservation attitudes questionnaires” and “water resources conservation behaviors questionnaires”, and coordinate with student’s semi-structured interview data to discuss and discover our research results. The results have been found as follows: 1.Before teaching, sixth grade students did not have obvious positive attitude towards water resources conservation, which contains three dimensions attitude, includes: the attitude of the pollution of water, water using attitude, and ecological management attitudes. 2.Sixth grade students have positive water resources conservation action before teaching, which includes water resources consume action, water resources eco-management operation, and water conservation convince action three dimensions, but the behavior is not positive. 3.After teaching the “localization water resources digital game curriculum”, the attitude to the pollution of water, water using and ecological management had significantly elevated then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 4.After teaching the “localization water resources digital game curriculum”, the actions of water resources conservation, which includes water resources consume action, water resources eco-management operation and water conservation convince action had a significant upgrade then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 5.After teaching the “localization water resources digital game curriculum”, the students can take the initiative to understand the environment issues of water resources we’ve meet in daily life. They awareness how their living way can effect to the water ecological environment, and has more emotion feelings and recognitions to water conservation, which brings out their positive attitudes and actions to water conservation.
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48

Kudła, Dominik. "Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych." Doctoral thesis, 2020. https://depotuw.ceon.pl/handle/item/3713.

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Celem niniejszej rozprawy była próba porównania odbioru wzrokowego pełnej i częściowej lokalizacji językowej wybranej komputerowej przygodowej gry akcji z odbiorem oryginalnej wersji językowej tej gry. Celem rozprawy była także próba przedstawienia wyników krytycznej analizy dotychczasowych rozważań i badań nad lokalizacją językową gier wideo, w szczególności gier komputerowych, jakie zostały przeprowadzone na gruncie translatoryki, a także uwag pochodzących z praktyki translacyjnej. Wyniki krytycznego oglądu literatury przedmiotu uzupełniłem o wyniki własnych badań eksperymentalnych wykorzystujących metodologię okulograficzną. Translatoryka podjęła kwestie związane z procesem tworzenia nowych wersji językowych gier wideo na początku XXI wieku. W tym samym czasie wprowadziła ona też do swoich metod badawczych metodę okulograficzną. Jak wynika z przeprowadzonej analizy dostępnych publikacji naukowych, nie wykonano jednak dotąd udanej próby połączenia tych dwóch zagadnień w ramach jednego projektu badawczego. Zrealizowany przeze mnie projekt badawczy, w ramach którego przeprowadzono eksperyment okulograficzny miał na celu analizę uwagi wzrokowej na obszarze napisów dialogowych, nakładek oraz ekranów dodatkowych w pełnej angielskiej, częściowej polskiej oraz pełnej polskiej wersji językowej gry Shadow of the Tomb Raider u osób mających duże lub bardzo duże doświadczenie z grami wideo, ale różniących się między sobą poziomem kompetencji translacyjnych i translatorycznych.
The present thesis is aimed at comparing visual perception of full and partial language localization of an action adventure computer game juxtaposed with the perception of its original language version. Another objective of the thesis is trying to critically analyse the results of theoretical considerations and experiments addressing language localization of video games, especially computer games, by translation-studies scholars and remarks by translation practitioners. The results of this critical analysis of the literature on the subject have been supplemented with the results of the experiments utilising eye tracking methodology carried out by the author of the thesis. Translation scholars raised the questions regarding the process of creating new language versions of video games at the beginning of 21st century. At the same time, eye tracking methodology was added to the spectrum of translation-studies methods. As it has been discovered while analysing the available scientific publications, no successful trial of combining the two issues within one research project has been conducted to date. Consequently, the research project described here included carrying out an eye tracking experiment and has been aimed at analysing visual attention at the area of dialogue subtitles, overlays and additional screens in the full English, as well as partial and full Polish language versions of the Shadow of the Tomb Raider game among subjects having vast and very vast experience with video games, who differed from one another with the levels of translation competence and formal university translation training
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49

Maroney, Caitlin. "Localization: Fans, the New Frontier." 2019. https://scholarworks.umass.edu/masters_theses_2/811.

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The goal of this thesis is to examine the changing influence and role of the audience in the localization of Japanese video games. I examine the history of Japanese video game translation, honing in on Japanese Role-Playing Games, including the influence of Nintendo of America’s polices and how they shifted from translating games to localizing games. I also explore the shift in which the internet and social media has allowed for increased interaction between localizers and fan bases. This can allow for localizers to have a more in-depth knowledge of the expectations of the intended audience of the video game, but has also further fueled the debate of whether or not localization constitutes censorship. Lastly, I do a close analysis of two long running game series and how they are adapting to the new changes with the introduction of social media.
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50

Wicha, Lukáš. "Fenomén počítačových her a jejich převod do češtiny." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-325103.

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The topic of computer/video games and their translation has only recently attracted attention of translation scholars. The thesis aims at introducing the phenomenon as a legitimate topic of translation studies, presenting it as a specific and influential medium with an extensive user subculture. A description of the overall process of game localization, and specifically its practice in the Czech Republic are included. Lexical analysis of selected computer game reviews and online discussions is complemented with a questionnaire survey to reveal if and how computer games and game- focused articles influence the constitution of a characteristic sociolect and its usage outside the gamer subculture. Concepts used in intercultural and interlingual transfer of computer games are defined and compared with established terms in translation studies. A comparative analysis of original and Czech versions of two computer games is carried out to identify translation methods used in the transfer of culture- and language-specific elements in order to determine whether the process of computer game translation exhibits any specific features that may justify the introduction of new terms into translation studies. Specific features of computer games in translation are described and an analysis of several games...
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